multiplayer : networking


I have this project I am working on. Even though multiplayer works fine (players can successfully log in and we can see each other, they have different stats, names and all that), for some reason after they logout (X button, or a Quit button which calls QuitGame node) they can not log back in. When they attempt to login, after Enter World (or open ip:port) it just gets stucked there, like if the server is off (when it’s really online).

I have noticed that in command netstat -n, the connection from the client appears as FIN_WAIT_2. If I close the connection directly (using cport) it works just fine again.
However, if I try this on the MMOKit it works fine.

Server Logs:

On player disconnect:
[2016.05.08-02.09.00:325][262]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2016.05.08-02.09.00:325][262]LogNet: UChannel::CleanUp: [GameNetDriver] [NetworkController_C_0] [NetworkController_C_0]. ChIndex == 0. Closing connection.
[2016.05.08-02.09.00:326][262]LogNet: UNetConnection::Close: Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_0, PC: NetworkController_C_0, Owner: NetworkController_C_0, Channels: 21, RemoteAddr:, Time: 2016.05.08-02.09.00
[2016.05.08-02.09.00:326][262]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_0

On player Login
[2016.05.08-02.04.00:122][213]LogNet: NotifyAcceptingConnection: Server TestMap accept
[2016.05.08-02.04.00:123][213]LogNet: Open TestMap 05/07/16 22:04:00
[2016.05.08-02.04.00:123][213]LogNet: Added client connection. Remote address =
[2016.05.08-02.04.00:123][213]LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/TestMap.TestMap: Accepted
[2016.05.08-02.04.00:123][213]LogNet: Remote platform little endian=1
[2016.05.08-02.04.00:124][213]LogNet: This platform little endian=1
[2016.05.08-02.04.00:124][213]LogNet: GetLocalNetworkVersion: GEngineNetVersion: 0, ProjectName: helbreath3d, ProjectVersion: 1.0, InternalProtocolVersion: 9, LocalNetworkVersion: 880227980
[2016.05.08-02.04.00:352][220]LogNet: Login request: /Game/Maps/MainMenu userId: Invalid
[2016.05.08-02.04.00:615][228]LogNet: Client netspeed is 10000
[2016.05.08-02.04.00:648][229]LogNet: Join request: /Game/Maps/MainMenu?SplitscreenCount=1
[2016.05.08-02.04.00:651][229]LogNet: Join succeeded: Player256
[2016.05.08-02.04.01:079][242]LogBlueprintUserMessages: [NetworkController_C_0] Created new char with reference: PlayerCharacter_C_0
[2016.05.08-02.04.01:144][245]LogVaRest: Response (200): {“status”:“OK”}
[2016.05.08-02.04.01:212][247]LogVaRest: Response (200): {“status”:“OK”,“name”:“BroTest”,“gender”:2,“citizenship”:“Traveller”,“inventory”:],“quests”:],“health”:43,“stam”:22,“mana”:37,“level”:1,“experience”:0,“str”:10,“dex”:10,“vit”:12,“mag”:14,“intl”:14,“chr”:10,“posx”:-1250,“posy”:-950,“posz”:220,“rotation_yaw”:0,“equip_head”:"",“equip_chest”:"",“equip_hands”:"",“equip_legs”:"",“equip_feet”:"",“hotbar0”:“Ability’/Game/MMO/Abilities/Heal.Heal’”,“hotbar1”:“Ability’/Game/MMO/Abilities/FireBlast.FireBlast’”,“hotbar2”:"",“hotbar3”:""}

On the same side, after the relog, only the red part happens. The orange doesnt triggers so hence the player is not like, loading successfully… I guess its because of the FIN_WAIT_2 or something.

Anyone dealed with this before?

Hm, are you working with Sessions? If yes, do you actually destroy the Session when a Player leaves (locally)?
Can you reproduce this is a new projects (just for the case that nothing else helps), so we can better see what’s going on?

Seems like the Login Request gets denied.

I will try both and let you know, but nope, not working in sessions. I will check if I added a session node by mistake somewhere, hence creating it but never leaving it

I checked and no, there are no create sessions or destroy (I added only logout just in case one)… so yeah, not working with sessions
I noticed, when I tested for myself, and even I cant login when I put the server online and try to log in

cmd : netstat -n


And yeah, once again, after I close the connection it works again.